ASSISTOTECH

NOW TAKING ON NEW PROJECTS

GAME DEVELOPMENT

Your game idea,turned into somethingpeople can play.

From mobile puzzle games to co-op games you play with friends on Steam, one team handles the mechanics, levels, art, sound, ads and store release.

Developer testing a game on a phone at a game development desk

WHAT DO YOU NEED?

Which of these sounds familiar?

Game projects start from different places: an idea, a stuck prototype, or a game that doesn't make money. Here are the ones we run into most often.

“I have an idea for a mobile game.”

01Mobile puzzle & casual games

First we turn the idea into a playable prototype, so you can see whether it's fun before most of the code is written. Then we finish the levels, art and sound, and get it ready for the stores.

  • Fast playable prototype
  • Core mechanic and controls feel
  • Level and progression system
  • Art and sound design
  • Android and iOS builds
Example: Bus Fiesta Closed beta

“We have a game, but players quit after a few levels.”

02Level design & game balance

We don't build levels by hand. We use level generators and solvers we wrote ourselves, and we measure as we go to make sure every level can be solved and the difficulty ramps up smoothly.

  • Level generator and solver tools
  • Difficulty curve tuning
  • First-minutes (onboarding) design
  • Reward and progression loop
  • In-game analytics
Example: Peckish Closed beta

“I want the game to make money.”

03Ads & in-app purchases

We place rewarded and interstitial ads where they don't break the game, and open up an ad-free pack and in-game items for sale. We also set up the consent dialog required for Europe.

  • AdMob ads
  • Rewarded ad flows
  • Purchases with Google Play Billing
  • Consent dialog (UMP)
  • Revenue and ad tracking
Example: Arrow Knots In review

“We want to take our game worldwide.”

04Localization & store release

We prepare the in-game text and the store page in dozens of languages, and adapt store images and promo copy for each market. We prepared our own games for release in 16 to 18 languages.

  • In-game localization setup
  • Store page in 16+ languages
  • Store images and promo copy
  • Privacy and age rating forms
  • Google Play, App Store, Steam
Example: Prismo: Block Puzzle In review

“We want a game for our brand.”

05Brand & campaign games

We build short games that run in the browser and on phones for your campaign, event or product. A leaderboard, prizes and a sharing flow are part of the package.

  • Game that runs in the browser
  • Design that matches your brand's visual style
  • Leaderboard and prizes
  • Share and invite flow
  • Version for event screens

WHAT WE CAN DO

The six layers of a game.

Players only see the fun on the screen. Underneath are layers from the mechanic to the store page, and the same team builds all of them.

  1. 01

    Concept & mechanic

    What does the player do, and why play one more level? We pin down the core loop on paper and in a prototype.

  2. 02

    Level design

    Hundreds of levels made with generator and solver tools; every one solvable, with balanced difficulty.

  3. 03

    Game code

    Godot 4 and GDScript; physics, saving, progression and multiplayer systems.

  4. 04

    Art & sound

    Characters, interface, effects, music and sound effects; this is where the feel of the game comes from.

  5. 05

    Ads & purchases

    AdMob, rewarded ads, in-app purchases and the consent dialog.

  6. 06

    Store & analytics

    Multilingual store page, release management, player and revenue tracking.

PROCESS

Idea to Launch
in Four Steps

You see what we're doing at every step. No surprises, a clear timeline.

Let's Start Your Project
//01

Discovery & Scope

Together we pin down the need, the target user and what success looks like, then put the scope and timeline in writing.

//02

Design & Architecture

We plan the screen flows, the interface and the technical architecture, and we don't start coding until you approve them.

//03

Build & Test

We ship working versions at short intervals, test every step and show it to you.

//04

Launch & Support

We take it live, or onto the App Store, Google Play or Steam, and keep maintaining and improving it.

Level sketches on grid paper, a game controller and a phone

GETTING STARTED

What do we need?

From you

Not all of it is required; we fill the gaps together.

  • Your game idea, or games you like
  • Target platform (mobile, PC, Steam, browser)
  • Any characters, brand assets or art you already have
  • A Google Play, App Store or Steamworks account
  • Your thoughts on the business model (ads, purchases, paid)
  • One person who can make decisions

From us

What you'll have at handover.

  • Playable prototype
  • Levels and game balance
  • Art and sound design
  • Ads and purchases setup
  • Multilingual store page and release
  • Updates after launch

FAQ

Common Questions

We build our mobile and PC games with Godot 4. There's no license fee, and the same project builds for Android, iOS, Windows, macOS and Linux.

Yes. The first thing we make is a prototype that shows the core mechanic. You see whether the game is fun before most of the code is written.

We can, if you want. If you have your own artist or existing assets, we work with those.

We set up AdMob ads together with the consent dialog (UMP) required for Europe, and connect in-app purchases through Google Play Billing.

As many as you like. We prepared our own games in 16 to 18 languages, with store pages and in-game text.

You need a Steamworks account and a store page. We add the Steam integration (achievements, multiplayer sessions) to the game with GodotSteam.

LET'S TALK
ABOUT YOUR PROJECT

END-TO-END SOFTWAREISTANBUL · TÜRKİYE

OFFICE

  • Istanbul

    Denizköşkler Mah. Ferah Çıkmazı Sk.
    No: 2 İç Kapı No: 1
    Avcılar / İstanbul

  • Remote

    We work remotely with
    clients across Türkiye
    and abroad

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